Archer |
A long-range support hero, good at taking down enemies from a distance, but frail if engaged directly.
Archers have little health or armor, but they can do a lot of damage from very long range, making them excellent support heroes. Their piercing damage and multiple interrupting moves make them especially effective against enemy spellcasters.
Prerequisite: Rogue level 2
Strength Agility Intelligence Base Attributes: 10 20 19 Level Bonus: +1.8 +1.9 +2.3 Range: 1000 Attack: Piercing Armor: Medium
Archer Active Skill Set: | Archery |
Concentrate Increases the user's attack speed, but lowers movement speed. |
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Concentrate Information
Because it raises attack speed instead of damage, Concentrate works nicely in combination with high-grade weapons. Be careful when you use it, however, as it will be very difficult to reposition yourself while this skill is in effect.
Power
Shot Damages and stuns one enemy. |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Skill Point Cost | Cumulative Cost |
1 | 2 sec. | 15 sec. | 120 | 1000 | Unit | Enemy, Non-Hero | 250 damage, stun | 90 | 90 |
2 | 3 sec. | 15 sec. | 120 | 1000 | Unit | Enemy, Non-Hero | 250 damage, stun | 160 | 250 |
3 | 4 sec. | 15 sec. | 120 | 1000 | Unit | Enemy, Non-Hero | 250 damage, stun | 230 | 480 |
4 | 5 sec. | 15 sec. | 120 | 1000 | Unit | Enemy, Non-Hero | 250 damage, stun | 300 | 780 |
5 | 6 sec. | 15 sec. | 120 | 1000 | Unit | Enemy, Non-Hero | 250 damage, stun | 370 | 1150 |
Power Shot Information
Power Shot is a good way to utilize the Archer's range advantage: cast Power Shot at a distant enemy for extra damage, then continue to attack from a distance while he's stunned. Power Shot can also be used to give yourself or an ally time to get away from an opponent, or to keep a ranged monster from running when your melee allies try to attack it. Don't forget that stunning a caster will interrupt channeled spells.
Arrow
Rain Damages and interrupts enemies in an area. |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Skill Point Cost | Cumulative Cost |
1 | 0.1 sec. | 15 sec. | 180 | 800 | 250 | Enemy, Non-Hero | 100 damage, interrupt (stun) | 140 | 140 |
2 | 0.1 sec. | 15 sec. | 180 | 800 | 250 | Enemy, Non-Hero | 200 damage, interrupt (stun) | 310 | 450 |
3 | 0.1 sec. | 15 sec. | 180 | 800 | 250 | Enemy, Non-Hero | 300 damage, interrupt (stun) | 480 | 930 |
Arrow Rain Information
Arrow Rain is an effective way to damage groups of enemies from a long range, and is the skill of choice for interrupting groups of channeling enemies because of its long range and large area-of-effect.
Disrupting
Shot Inflicts 100 damage and interrupts the target. If the target was channeling a spell, it loses 50% of its maximum mana. |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Skill Point Cost |
1 | 0.1 sec | 15 sec. | 75 | 1000 | Unit | Enemy, Non-hero | 100 damage, interrupts (stun), 50% max mana lost (if channeling) | 150 |
Disrupting Shot Information
Yet another skill allowing the Archer to interrupt enemy casters from a distance, this attack has the added benefit of seriously depleting the target's mana when cast on a channeling monster. This spell is best saved for when a monster you want to stop from casting at all begins channeling a spell.
Relocate Increases the user's movement speed, but lowers attack speed. |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Skill Point Cost | Cumulative Cost |
1 | 10 sec. | 20 sec. | 55 | N/A | Unit | Self | +50% movement speed, -90% attack speed | 60 | 60 |
2 | 10 sec. | 20 sec. | 55 | N/A | Unit | Self | +75% movement speed, -90% attack speed | 95 | 155 |
3 | 10 sec. | 20 sec. | 55 | N/A | Unit | Self | +100% movement speed, -90% attack speed | 130 | 285 |
Relocate Information
Relocate provides a considerable speed boost, making it much easier for the Archer to get into a good attack position, run from a fight, or just move around between fights. However, Relocate will seriously reduce your attack speed while in effect, even if you have other attack speed bonuses, so you should be careful when you use it.
Critical Strike Mastery Gives a 15% chance to deal increased damage on an attack. |
Level | Effect | Skill Point Cost | Cumulative Cost |
1 | 15% chance to deal 2x damage | 200 | 200 |
2 | 15% chance to deal 3x damage | 350 | 550 |
3 | 15% chance to deal 4x damage | 500 | 1050 |
Critical Strike Information
Critical Strike will allow you to defeat your enemies faster by increasing your damage output. This is useful on any hero, but particularly on heroes like the Archer that deal a lot of damage with their attacks.
Trueshot Aura Increases the damage of friendly ranged units. |
Level | Area of Effect | Affected Targets | Effect | Skill Point Cost | Cumulative Cost |
1 | 500 | Friend, Self | +10% ranged attack damage | 200 | 200 |
2 | 500 | Friend, Self | +20% ranged attack damage | 350 | 550 |
3 | 500 | Friend, Self | +30% ranged attack damage | 500 | 1050 |
4 | 500 | Friend, Self | +40% ranged attack damage | 650 | 1700 |
5 | 500 | Friend, Self | +50% ranged attack damage | 800 | 2500 |
Trueshot Information
Trueshot will boost the attack damage not only of the archer using it, but of any other ranged attackers nearby, so it can considerably increase the damage output of a party with a lot of ranged heroes. However, it becomes very expensive at high levels, so weigh the benefits carefully.Trueshot auras from multiple heroes will not stack, so it's only necessary for one hero in your party to purchase Trueshot .